/*
Copyright (C) 1996-1997 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 3
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// cl.input.c  -- builds an intended movement command to send to the server

// Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
// rights reserved.

#include "quakedef.h"

/*
===============================================================================

KEY BUTTONS

Continuous button event tracking is complicated by the fact that two different
input sources (say, mouse button 1 and the control key) can both press the
same button, but the button should only be released when both of the
pressing key have been released.

When a key event issues a button command (+forward, +attack, etc), it appends
its key number as a parameter to the command so it can be matched up with
the release.

state bit 0 is the current state of the key
state bit 1 is edge triggered on the up to down transition
state bit 2 is edge triggered on the down to up transition

===============================================================================
*/


kbutton_t	in_mlook, in_klook;
kbutton_t	in_left, in_right, in_forward, in_back;
kbutton_t	in_lookup, in_lookdown, in_moveleft, in_moveright;
kbutton_t	in_strafe, in_speed, in_use, in_jump, in_attack;
kbutton_t	in_up, in_down;

int			in_impulse;


void KeyDown (kbutton_t *b)
{
	int		k;
	char	*c;

	c = Cmd_Argv (1);

	if (c[0])
		k = atoi (c);
	else
		k = -1;		// typed manually at the console for continuous down

	if (k == b->down[0] || k == b->down[1])
		return;		// repeating key

	if (!b->down[0])
		b->down[0] = k;
	else if (!b->down[1])
		b->down[1] = k;
	else
	{
		Con_Printf (PRINT_DEFAULT, "Three keys down for a button!\n");
		return;
	}

	if (b->state & 1)
		return;		// still down

	b->state |= 1 + 2;	// down + impulse down
}

void KeyUp (kbutton_t *b)
{
	int		k;
	char	*c;

	c = Cmd_Argv (1);

	if (c[0])
		k = atoi (c);
	else
	{
		// typed manually at the console, assume for unsticking, so clear all
		b->down[0] = b->down[1] = 0;
		b->state = 4;	// impulse up
		return;
	}

	if (b->down[0] == k)
		b->down[0] = 0;
	else if (b->down[1] == k)
		b->down[1] = 0;
	else
		return;		// key up without coresponding down (menu pass through)

	if (b->down[0] || b->down[1])
		return;		// some other key is still holding it down

	if (!(b->state & 1))
		return;		// still up (this should not happen)

	b->state &= ~1;		// now up
	b->state |= 4; 		// impulse up
}


void IN_KLookDown (void) {KeyDown (&in_klook);}
void IN_KLookUp (void) {KeyUp (&in_klook);}
void IN_MLookDown (void) {KeyDown (&in_mlook);}
void IN_MLookUp (void) {KeyUp (&in_mlook);}
void IN_UpDown (void) {KeyDown (&in_up);}
void IN_UpUp (void) {KeyUp (&in_up);}
void IN_DownDown (void) {KeyDown (&in_down);}
void IN_DownUp (void) {KeyUp (&in_down);}
void IN_LeftDown (void) {KeyDown (&in_left);}
void IN_LeftUp (void) {KeyUp (&in_left);}
void IN_RightDown (void) {KeyDown (&in_right);}
void IN_RightUp (void) {KeyUp (&in_right);}
void IN_ForwardDown (void) {KeyDown (&in_forward);}
void IN_ForwardUp (void) {KeyUp (&in_forward);}
void IN_BackDown (void) {KeyDown (&in_back);}
void IN_BackUp (void) {KeyUp (&in_back);}
void IN_LookupDown (void) {KeyDown (&in_lookup);}
void IN_LookupUp (void) {KeyUp (&in_lookup);}
void IN_LookdownDown (void) {KeyDown (&in_lookdown);}
void IN_LookdownUp (void) {KeyUp (&in_lookdown);}
void IN_MoveleftDown (void) {KeyDown (&in_moveleft);}
void IN_MoveleftUp (void) {KeyUp (&in_moveleft);}
void IN_MoverightDown (void) {KeyDown (&in_moveright);}
void IN_MoverightUp (void) {KeyUp (&in_moveright);}

void IN_SpeedDown (void) {KeyDown (&in_speed);}
void IN_SpeedUp (void) {KeyUp (&in_speed);}
void IN_StrafeDown (void) {KeyDown (&in_strafe);}
void IN_StrafeUp (void) {KeyUp (&in_strafe);}

void IN_AttackDown (void) {KeyDown (&in_attack);}
void IN_AttackUp (void) {KeyUp (&in_attack);}

void IN_UseDown (void) {KeyDown (&in_use);}
void IN_UseUp (void) {KeyUp (&in_use);}
void IN_JumpDown (void) {KeyDown (&in_jump);}
void IN_JumpUp (void) {KeyUp (&in_jump);}

void IN_Impulse (void) {in_impulse = Q_atoi (Cmd_Argv (1));}

/*
===============
CL_KeyState

Returns 0.25 if a key was pressed and released during the frame,
0.5 if it was pressed and held
0 if held then released, and
1.0 if held for the entire time
===============
*/
float CL_KeyState (kbutton_t *key)
{
	float		val;
	BOOL	impulsedown, impulseup, down;

	impulsedown = key->state & 2;
	impulseup = key->state & 4;
	down = key->state & 1;
	val = 0;

	if (impulsedown && !impulseup)
	{
		if (down)
			val = 0.5;	// pressed and held this frame
		else val = 0;	//	I_Error ();
	}

	if (impulseup && !impulsedown)
	{
		if (down)
			val = 0;	//	I_Error ();
		else val = 0;	// released this frame
	}

	if (!impulsedown && !impulseup)
	{
		if (down)
			val = 1.0;	// held the entire frame
		else val = 0;	// up the entire frame
	}

	if (impulsedown && impulseup)
	{
		if (down)
			val = 0.75;	// released and re-pressed this frame
		else val = 0.25;	// pressed and released this frame
	}

	key->state &= 1;		// clear impulses

	return val;
}




//==========================================================================

cvar_t *cl_upspeed;
cvar_t *cl_forwardspeed;
cvar_t *cl_backspeed;
cvar_t *cl_sidespeed;
cvar_t *cl_movespeedkey;
cvar_t *cl_yawspeed;
cvar_t *cl_pitchspeed;
cvar_t *cl_anglespeedkey;


void CL_BoundViewAngle (int angle, float amin, float amax)
{
	if (cl.viewangles[angle] > amax) cl.viewangles[angle] = amax;
	if (cl.viewangles[angle] < amin) cl.viewangles[angle] = amin;
}


/*
================
CL_AdjustAngles

Moves the local angle positions
================
*/
void CL_AdjustAngles (double frametime)
{
	float	speed;
	float	up, down;

	if ((cl_forwardspeed->value > 200) ^ (in_speed.state & 1))
		speed = frametime * cl_anglespeedkey->value;
	else speed = frametime;

	if (!(in_strafe.state & 1))
	{
		cl.viewangles[YAW] -= speed * cl_yawspeed->value * CL_KeyState (&in_right);
		cl.viewangles[YAW] += speed * cl_yawspeed->value * CL_KeyState (&in_left);
		cl.viewangles[YAW] = anglemod (cl.viewangles[YAW]);
	}

	if (in_klook.state & 1)
	{
		cl.viewangles[PITCH] -= speed * cl_pitchspeed->value * CL_KeyState (&in_forward);
		cl.viewangles[PITCH] += speed * cl_pitchspeed->value * CL_KeyState (&in_back);
	}

	up = CL_KeyState (&in_lookup);
	down = CL_KeyState (&in_lookdown);

	cl.viewangles[PITCH] -= speed * cl_pitchspeed->value * up;
	cl.viewangles[PITCH] += speed * cl_pitchspeed->value * down;

	CL_BoundViewAngle (PITCH, -70, 80);
	CL_BoundViewAngle (ROLL, -50, 50);
}


/*
================
CL_BaseMove

Send the intended movement message to the server
================
*/
void CL_BaseMove (double frametime, usercmd_t *cmd)
{
	if (cls.signon != SIGNONS)
		return;

	CL_AdjustAngles (frametime);

	Q_memset (cmd, 0, sizeof (*cmd));

	if (in_strafe.state & 1)
	{
		cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
		cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
	}

	cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
	cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);

	cmd->upmove += cl_upspeed->value * CL_KeyState (&in_up);
	cmd->upmove -= cl_upspeed->value * CL_KeyState (&in_down);

	if (!(in_klook.state & 1))
	{
		cmd->forwardmove += cl_forwardspeed->value * CL_KeyState (&in_forward);
		cmd->forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
	}

	// adjust for speed key
	if ((in_speed.state & 1) && cl_movespeedkey->value > 0)
	{
		if (cl_forwardspeed->value > 200)
		{
			cmd->forwardmove /= cl_movespeedkey->value;
			cmd->sidemove /= cl_movespeedkey->value;
			cmd->upmove /= cl_movespeedkey->value;
		}
		else
		{
			cmd->forwardmove *= cl_movespeedkey->value;
			cmd->sidemove *= cl_movespeedkey->value;
			cmd->upmove *= cl_movespeedkey->value;
		}
	}
}



/*
==============
CL_SendMove
==============
*/
void CL_SendMove (usercmd_t *cmd)
{
	int		i;
	int		bits;
	sizebuf_t	buf;
	byte	data[128];

	buf.maxsize = 128;
	buf.cursize = 0;
	buf.data = data;

	cl.cmd = *cmd;

	// send the movement message
	MSG_WriteByte (&buf, clc_move);

	MSG_WriteFloat (&buf, cl.mtime[0]);	// so server can get ping times

	for (i = 0; i < 3; i++)
	{
		if (cl.protocol == PROTOCOL_NETQUAKE)
			MSG_WriteAngle (&buf, cl.viewangles[i]);
		else MSG_WriteAngle16 (&buf, cl.viewangles[i]);
	}

	MSG_WriteShort (&buf, Q_rint (cmd->forwardmove));
	MSG_WriteShort (&buf, Q_rint (cmd->sidemove));
	MSG_WriteShort (&buf, Q_rint (cmd->upmove));

	// send button bits
	bits = 0;

	if (in_attack.state & 3) bits |= 1;
	if (in_jump.state & 3) bits |= 2;

	in_attack.state &= ~2;
	in_jump.state &= ~2;

	MSG_WriteByte (&buf, bits);
	MSG_WriteByte (&buf, in_impulse);

	in_impulse = 0;

	// deliver the message
	if (cls.demoplayback)
		return;

	// allways dump the first two message, because it may contain leftover inputs
	// from the last level
	if (++cl.movemessages <= 2)
		return;

	if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1)
	{
		Con_Printf (PRINT_DEFAULT, "CL_SendMove: lost server connection\n");
		CL_Disconnect ();
	}
}

/*
============
CL_InitInput
============
*/
void CL_InitInput (void)
{
	Cmd_AddCommand ("+moveup", IN_UpDown);
	Cmd_AddCommand ("-moveup", IN_UpUp);
	Cmd_AddCommand ("+movedown", IN_DownDown);
	Cmd_AddCommand ("-movedown", IN_DownUp);
	Cmd_AddCommand ("+left", IN_LeftDown);
	Cmd_AddCommand ("-left", IN_LeftUp);
	Cmd_AddCommand ("+right", IN_RightDown);
	Cmd_AddCommand ("-right", IN_RightUp);
	Cmd_AddCommand ("+forward", IN_ForwardDown);
	Cmd_AddCommand ("-forward", IN_ForwardUp);
	Cmd_AddCommand ("+back", IN_BackDown);
	Cmd_AddCommand ("-back", IN_BackUp);
	Cmd_AddCommand ("+lookup", IN_LookupDown);
	Cmd_AddCommand ("-lookup", IN_LookupUp);
	Cmd_AddCommand ("+lookdown", IN_LookdownDown);
	Cmd_AddCommand ("-lookdown", IN_LookdownUp);
	Cmd_AddCommand ("+strafe", IN_StrafeDown);
	Cmd_AddCommand ("-strafe", IN_StrafeUp);
	Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
	Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
	Cmd_AddCommand ("+moveright", IN_MoverightDown);
	Cmd_AddCommand ("-moveright", IN_MoverightUp);
	Cmd_AddCommand ("+speed", IN_SpeedDown);
	Cmd_AddCommand ("-speed", IN_SpeedUp);
	Cmd_AddCommand ("+attack", IN_AttackDown);
	Cmd_AddCommand ("-attack", IN_AttackUp);
	Cmd_AddCommand ("+use", IN_UseDown);
	Cmd_AddCommand ("-use", IN_UseUp);
	Cmd_AddCommand ("+jump", IN_JumpDown);
	Cmd_AddCommand ("-jump", IN_JumpUp);
	Cmd_AddCommand ("impulse", IN_Impulse);
	Cmd_AddCommand ("+klook", IN_KLookDown);
	Cmd_AddCommand ("-klook", IN_KLookUp);
	Cmd_AddCommand ("+mlook", IN_MLookDown);
	Cmd_AddCommand ("-mlook", IN_MLookUp);
}

